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15:27, 3rd May 2024 (GMT+0)

General Discussion.

Posted by Captain Neck BiteFor group 0
Symeril
player, 167 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Fri 11 Dec 2020
at 04:59
  • msg #13

Re: General Discussion

Opps my mistake yeah.. your not going to find one of those.. they have no listed price.. and nothing else comes that close other than the Glitter Boy Boom gun.. which I believe is on purpose.  The best you will find commercially is 1d6x10 MD... nothing else gets that close.. I've looked.  Well that IS at least "Man-portable".

Though there may be some Phase World Naruni weapons that come close... or maybe 'Empire of the Sun' Weapons which are kinda broken in some cases.
This message was last edited by the player at 05:02, Fri 11 Dec 2020.
Cole
player, 387 posts
PB 12, MA 21
Gunfighter
Fri 11 Dec 2020
at 07:02
  • msg #14

Re: General Discussion

While nothing quite compares to the Shemarrian Railgun, may I suggest you look at the NE-75H "Shoulder Cannon"?

It does 2d4x10+20 MD per single shot, has a range of 6,000ft (exactly the same as the Shemarrian railgun) and weighs only 30lbs. At 6 feet long from butt to muzzle, its a tad bit shorter I think than the Shemarrian railgun too. Oh and don't let the shoulder cannon name fool you, its designed to be operated like a rifle.

Considering the average damage of both weapons, they are effectively the same in that regard. The Shemarrian edges it out in payload and accuracy. The accuracy could be boosted by adding a Wilk's scope to it. It still wouldn't be as accurate as the Shemarrian but it would be close.

Its located in Dimension Book 3, page 54.
This message was last edited by the player at 07:06, Fri 11 Dec 2020.
Chaplain Wolf
player, 273 posts
I am a minister of death
praying for war.
Fri 11 Dec 2020
at 10:36
  • msg #15

Re: General Discussion

70 MDC average, with lower extremes then the ARCHIE tech, but I am more likely to get my hands on one then I am the other. Plus Naruni still operates in the Southwest as far as I can tell. Yes, I know World Book 11 says the CS got them all, but considering it did not dwell on the implications of messing with a anime robot killing merc company or attacking Los Alamo outright, I'm going to say they maybe missed a few.

80K, too, plus 400 credits for a full clip of proper ammo. Not exactly cheap, but lower price then the Bionic Lungs. Give it a few accessories, and I likey.
Cole
player, 388 posts
PB 12, MA 21
Gunfighter
Fri 11 Dec 2020
at 14:22
  • msg #16

Re: General Discussion

Happy to be of service!

Yah Naruni is still operating in North America. It says so in a couple of the books.  They are just more circumspect about it.

The NE-75H really is one of their better infantry level weapons, if not the best. Besides its stats to recommend it, its also not a big flashy tank, sure to catch the attention of CS or even NG.

I'd pick one up for Cole but I think he has enough; 2 pistols, 1 rifle and 1 infantry railgun. I suppose having what amounts to an anti-tank rifle could come in handy. Not against werewolves or vampires but against heavy enemy armor? Yah it would make a significant difference. Eh, ill content myself with what I got. Just adding those optics was nice. I'm sure there will be more opportunities to acquire cool stuff that goes bang. ^_^
Nathaniel
player, 181 posts
Sat 12 Dec 2020
at 03:30
  • msg #17

Re: General Discussion

H-11A Howitzer if your strong enough does 1d6*10 AoE or 2d410 armor piercing and has more range, but ammo problems (South America II). Also in the same book on pg 166 is the ATL-7 Anti-tank Laser Rifle for 3d6*10+20....but it is 1 shot per e-clip!

Not that either are great against Vampires, but the Howitzer could fire off silver/wood frag rounds as well. Metal probably still gets the full 100' radius. I doubt wood would get that much, but maybe.

To bad Nathaniel is more into vehicles than weapons ;-)

If you want to just make me happy...give me 10 GR-15AR with sniper attachments and silver based ammo. If you want to make me ECSTATIC drop Nathaniel a fusion based Veritech Hover Tank!
Symeril
player, 168 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sat 12 Dec 2020
at 03:40
  • msg #18

Re: General Discussion

In reply to Nathaniel (msg # 17):

Hahahha! The ATAC Alpha Hovertank is a beast! :)
Cole
player, 390 posts
PB 12, MA 21
Gunfighter
Sun 13 Dec 2020
at 05:01
  • msg #19

Re: General Discussion

I'm confused...why did Symeril yell at Cole? The part where she addresses Cole but looks at Wolf? Yah that, I'm confused because Cole made it pretty plain he wants to kill vamps but understands thats not what we came here to do and in fact trying to do so will likely bollocks up our real goal.

To be clear, I'm not mad, just trying to figure out why that was directed at Cole.
Symeril
player, 173 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 13 Dec 2020
at 05:10
  • msg #20

Re: General Discussion

In reply to Cole (msg # 19):

Er.. she was not yelling at Cole, she was agreeing with him that she does indeed share his concerns and goals.  The same reason she addressed John-Smythe and Nathaniel.. addressing their concerns.

Or at least trying to.
This message was last edited by the player at 05:10, Sun 13 Dec 2020.
Cole
player, 391 posts
PB 12, MA 21
Gunfighter
Sun 13 Dec 2020
at 05:12
  • msg #21

Re: General Discussion

Oh She was agreeing with him. OK, yah no, I read it as her yelling at him. Opps. OK, all good. Pure text communication can cause misunderstandings. ^_^
Symeril
player, 174 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 13 Dec 2020
at 05:16
  • msg #22

Re: General Discussion

In reply to Cole (msg # 21):

Yeah, text is VERY clumbsy for portraying tone and tense.

And for the record.. I'm not angry as a player nor is Symeril either... with Chaplin Wolf! She is just trying to be earnest and address everyone's concerns.

She KNOWS she certainly does not have all the answers... we STILL need a way to scout the lair to find our target... and she's personally at a loss to figure that one out.  She's wanting help... from everyone!
This message was last edited by the player at 05:17, Sun 13 Dec 2020.
Chaplain Wolf
player, 277 posts
I am a minister of death
praying for war.
Sun 13 Dec 2020
at 05:33
  • msg #23

Re: General Discussion

Ah, scouting 101? That makes this adventure a two-parter, but part one is quick, if tense. Part two is going to involve the fighting and the system, and will be much more involved.

If anyone cares for it.

If there is a theme about vampires, or fighting them, it is this: Knowledge is the only real weapon. Your strength at arms mean nothing if you are not informed. That is the theme of fighting vampires.

Especially since Robert's presence means some of the rules about vampires might be different. If we end up fighting vampires that are immune to silver and water but vulnerable to sawdust and always pause to count grains of rice or whatever, we are going to feel pretty dumb coming at them with silver and water. This is also ignoring the possibility of mortal guards... or summoned demons, warbots, or undead.

You can get Wolf behind scouting, and this isn't as boring as it sounds.
Cade
player, 283 posts
Sun 13 Dec 2020
at 06:28
  • msg #24

Re: General Discussion

Who mentioned the mage was going anywhere/getting moved?

I've been trying to follow but now I'm unsure if I missed something important somewhere.
Chaplain Wolf
player, 278 posts
I am a minister of death
praying for war.
Sun 13 Dec 2020
at 06:39
  • msg #25

Re: General Discussion

Nobody. That's kind of Wolf's point. Why is there a self-imposed time limit?
Symeril
player, 175 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 13 Dec 2020
at 06:47
  • msg #26

Re: General Discussion

Compass dinner bell bringing All the vampires to us...
Cole
player, 392 posts
PB 12, MA 21
Gunfighter
Sun 13 Dec 2020
at 07:01
  • msg #27

Re: General Discussion

No one is ignoring mortal/non vampire guards.  Thats one of the key points in going in at night; 1, the vampires will be out feeding (so we won't have to care if they are immune to silver or count seeds), and 2, with the vamps gone, it will or should be, just the non vampires present. Who or whatever those turn out to be, unless they are automatons of some kind, they will need down time.

If they are awake all day to protect the vamps,  they should be down at night except maybe for a few guards if they are being tight on security. Maybe a few more protecting/guarding the wizard.

So long as those guards aren't something really off the wall, some race or monster that is say, only affected by cold iron or weapons that have been blessed by spring water, most of what we have will be able to handle them, IF it comes to that. Ideally we will go in, slip past whatever guards are awake, get the mage and get back out again without dropping a single body.

Now I get it, this is a RPG and so its hard to get away from the whole murder hobo shtick. Things probably will go sideways no matter how long and well we scout and plan. So we probably will end up taking on at least a few guards. I sincerely hope it won't be any pitched battles though! Just quick, clean kills or disabling.
Chaplain Wolf
player, 279 posts
I am a minister of death
praying for war.
Sun 13 Dec 2020
at 10:43
  • msg #28

Re: General Discussion

Since I cannot get the data I want quickly, and everyone wants to dive into a situation that has TPK written on it without thinking first, I'm going with my new quick plan.

I'm going to have to get back to the Walker, and save these ignorant city bastards from themselves as part of "Operation - Initial Distraction." Priorities, though: I will need to know where the party is coming out at, when they should be there, and what the backup location and time is. That way I am nowhere near that point, and the APC is ready to go at those areas.

That will be known when/if we see a map of the location we are going, which will likely be soon, given that we absolutely need some data about where we are going.

I'll be making these points in-character once we see how we are identifying where we are going.
Symeril
player, 176 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 13 Dec 2020
at 14:11
  • msg #29

Re: General Discussion

Well, John-smythe could cast his cameoleon field on two of the light form Nathaniel brothers and we send them in to map and scout the lair. It 'seems' a likely successful tactic... anyone have something better?

Cause symeril agrees we need more intel before doing this and the extraction team knowing where exactly they are going is absolutely vital.
This message was last edited by the player at 14:12, Sun 13 Dec 2020.
Cade
player, 285 posts
Sun 13 Dec 2020
at 15:45
  • msg #30

Re: General Discussion

If John is casting the actual cameleon spell, that's a terrible scouting power because it's only effective if the person under the effects of the spell is moving slow.

We have a map of the place.

We just don't know where the mage is being held on that map.

Once we see it, it might help us narrow it down so we can enter closest to where we think he'd be.
Cole
player, 393 posts
PB 12, MA 21
Gunfighter
Sun 13 Dec 2020
at 18:26
  • msg #31

Re: General Discussion

I really don't see our current idea of going in during night when the vamps are away as many of a "TPK" situation than going in during the day. In the perfect world we certainly don't live in, we'd have all the answers to every question we could think of, plus time to build a mockup of their lair and run several training scenarios through it. Unfortunately thats not the world we are in.

We go in carefully as we can, trying to sneak through this. We get the wizard,  who hopefully comes willingly and quietly, and make our get away. We assume that at some point, something will go wrong, like the wizard isn't a prisoner, he is a willing participant or we botch a prowl roll and alert the guards.

Since we can't know how many and what type of guards, not a lot we can do but adapt on the fly. I would like a plan for a hostile wizard though. Something that keeps him alive obviously.

We should have two exit plans, the everything went great plan and the frack us, run! Plan.

Thats it, thats all we really need. Anything else would be nice but not necessary.
Nathaniel
player, 184 posts
Sun 13 Dec 2020
at 18:47
  • msg #32

Re: General Discussion

In reply to Cole (msg # 31):

Agreed. I think having the Walker out a couple of feat in the ocean would be a great fallback. We can just keep it there till morning, even if every single vampire in the world comes down to the beach. Waves are moving water, so they can't cross it....
Symeril
player, 177 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 13 Dec 2020
at 18:54
  • msg #33

Re: General Discussion

Also, a chameleon spell is not a bad idea on our initial scouts.. of course if they are moving their fastest the spell is useless but scouts don't go running through the enemy installation.. they sneak around.  Of course, if they spot guards.. they move slowly around them.  But in empty hallways they can move much faster.  Added benefit that the Natheniel brothers are made of light.. and can generally pass through solid objects.

No. Its not perfect, but light doesn't make sound.. so they can be much more stealthy than say a corporeal scout sneaking about.. AND they can fly with no noisy technological engines giving them away!
This message was last edited by the player at 18:56, Sun 13 Dec 2020.
Nathaniel
player, 185 posts
Sun 13 Dec 2020
at 20:34
  • msg #34

Re: General Discussion

The Clones only move at a SPD of 8 when they are in light form....unless they use the special lightning speed part of the ability, but that would be very stupid under ground. Would the Chameleon keep them hidden at that speed?
Symeril
player, 178 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 13 Dec 2020
at 21:24
  • msg #35

Re: General Discussion

In reply to Nathaniel (msg # 34):

Chameleon
Range: Self or Others by touch .
Du ratio n : Four and a half minutes ( 1 8 melees) per level of spell caster.
Saving Th row: None.
P.P. E . : Six
This spell enables the enchanted character(s) to seemingly alter the
color and pattern of his clothes and physical body, enabling him to
blend into the surrounding environment and disappear from sight.
Movement destroys the effectiveness of this magic. The character is
90% undetectable if unmoving. 70% undetectable if moving 2 feet (0.6
m) per melee round or slower. 20% undetectable if moving 6 feet ( 1 . 8
m) per melee round. Totally ineffective if moving any faster. This spell
is effective against normal vision, see the invisible and most optic systems.
A thermal-imager is likely to reveal the character, especially if he
is hiding in a cold environment. However, if the air temperature or a
machine he is hiding against is around the same temperature as his
body temperature (within five degrees), the character is concealed even
from it. Attacking someone automatically negates the effects of a Chameleon
spell.
This message was last edited by the player at 21:29, Sun 13 Dec 2020.
Nathaniel
player, 186 posts
Sun 13 Dec 2020
at 21:27
  • msg #36

Re: General Discussion

It will take a LONG time to scout things if we are moving 8 feet per minute.
Symeril
player, 179 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Sun 13 Dec 2020
at 21:29
  • msg #37

Re: General Discussion

In reply to Nathaniel (msg # 36):

And for Speed...

Speed ( S p d ) : This is how fast the character can run . The character' s
Speed x20 is the number o f yards o r meters h e can run i n one minute.
Speed x5 is the number of yards/meters covered in a melee round ( 1 5
seconds)
. Dividing the distance covered in a melee round by the character'
s number of attacks indicates how far he can move on each attack.
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